Dark Law Winda Requiem
Deck Primer
Kind of a casual combo deck, not necessarily actually a serious deck here, but I had a combo idea, and I wanted to go for it. The idea was a super-pure combo deck that uses Cherubini to send a Shaddoll, Rusty to help set-up Requiems into Isolde to access Dark Law into Verte for Magicalized Fusion to make Winda. The combo actually works pretty well when you see Tour Guide or enough Extenders, but doesn't really leave room to play interaction, which makes siding hell and going second pretty rough. Still, I love this type of extended combo, I love putting up weird boards, and I wanted to manifest that in this deck.
This is take 2. Accesscode is decent for breaking boards and OTKing, but in the backrow matchup I really want Unchained Abomination. Cicada King is only an on-field monster negate, and truly wasn't worth making nearly as often as I thought, so I popped in Tornado Dragon. This gives me some sort of plan against Trap decks. To help the situation going second, I added some interactive cards - TTT isn't really great going second right now, but it certainly isn't bad, and it helps the deck play through hand traps and gather information going first, so it's lower risk than some other options. Imperm always seems sweet, but here a bluff is extra value. I don't think Droplets is that good in this deck going first, it is a very very card hungry deck, so these are mostly just discard fodder, but going second these can help break those unbreakable boards, and for amazing value. This makes siding less miserable, going second at least possible, and rounds things out in Trap matchups, but also makes the inconsistency problems the deck has worse, since you won't be seeing that broken starter (Tour Guide) as often. Still, being able to actually play Yu-Gi-Oh is nice, and reducing the brickiness of the deck is also nice.
It became a problem not to run 2 Dark Rank 4 Xyz for the Break Sword combos, so I cut Abyss Dweller, which was redundant with Dark Law anyways, and added Time Thief Redoer. Because you can often make a Rank 4 with a Trap and a Monster, Redoer seems like the best bet - there are a couple on-field negates, a versatile Book of Moon or two, and a couple very specific ways to negate summons, and not a lot else interesting in terms of Dark Ranks 4s, and Redoer does a half-decent Tornado Dragon impression while maybe sneaking extra value vs Spell heavy decks. I cut down interruption cards - while it is important to have some, the deck also already had some consistency issues, and the interruption suite made them a lot worse, so I'm trying to do damage control without giving up on going second.
This is take 2. Accesscode is decent for breaking boards and OTKing, but in the backrow matchup I really want Unchained Abomination. Cicada King is only an on-field monster negate, and truly wasn't worth making nearly as often as I thought, so I popped in Tornado Dragon. This gives me some sort of plan against Trap decks. To help the situation going second, I added some interactive cards - TTT isn't really great going second right now, but it certainly isn't bad, and it helps the deck play through hand traps and gather information going first, so it's lower risk than some other options. Imperm always seems sweet, but here a bluff is extra value. I don't think Droplets is that good in this deck going first, it is a very very card hungry deck, so these are mostly just discard fodder, but going second these can help break those unbreakable boards, and for amazing value. This makes siding less miserable, going second at least possible, and rounds things out in Trap matchups, but also makes the inconsistency problems the deck has worse, since you won't be seeing that broken starter (Tour Guide) as often. Still, being able to actually play Yu-Gi-Oh is nice, and reducing the brickiness of the deck is also nice.
It became a problem not to run 2 Dark Rank 4 Xyz for the Break Sword combos, so I cut Abyss Dweller, which was redundant with Dark Law anyways, and added Time Thief Redoer. Because you can often make a Rank 4 with a Trap and a Monster, Redoer seems like the best bet - there are a couple on-field negates, a versatile Book of Moon or two, and a couple very specific ways to negate summons, and not a lot else interesting in terms of Dark Ranks 4s, and Redoer does a half-decent Tornado Dragon impression while maybe sneaking extra value vs Spell heavy decks. I cut down interruption cards - while it is important to have some, the deck also already had some consistency issues, and the interruption suite made them a lot worse, so I'm trying to do damage control without giving up on going second.
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Red: 1st Card Draw
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